Hardened scripting -1 reply

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jk3editor

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#11 10 years ago

[COLOR="Navy"]It looks it's working with different script_targetnames...it's more, uglyer, but working :) Thank you all :D[/COLOR]




lassev

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#12 10 years ago

Why is it any uglier? In theory if all your affects are at the root of the script, they will be executed simultaneously. So, it should be identical to using only one script_targetname (if using only one really worked).

Btw, please give all the essential info the next time you post a problem. If you had said from the beginning you have multiple entities sharing the same script_targetname, I'd have offered that as the culprit. But instead you said: "Move a func_usable". A func_usable, which gave the impression you are trying to move a single entity and it's causing troubles. Only much later you suddenly told it's eight, not one. You are more or less wasting your own time, above all, like this.




~*Seto*~

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#13 10 years ago

Yeah one final note on this, Icarus is only capable of affecting a single entity at a time (that is, in one command), so you always need to give every entity a unique script_targetname.




jk3editor

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#14 10 years ago

[COLOR="Navy"]I didn't know it...it's really bad xD Btw thank you:D[/COLOR]




NAB622

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#15 10 years ago

~*Seto*~;5236910I'm pretty sure an origin brush is simply Radiant's representation of the origin key for brush-models[/QUOTE] You are correct, sir.

[QUOTE=jk3editor;5237542][COLOR=Navy]Hmm...now it looks this error 'disappeared', now just it don't give me any error, the g_icarusdebug writes, that it moved the func_usables, but it moved only one...I have 8 entity with the same name, why doesn't it move all of them? I should move them [/COLOR][COLOR=Navy]singular[/COLOR][COLOR=Navy]? [/COLOR]

Yes. like lassev said, you can't move more than one entity with the same script_targetname. Each entity must have a unique script_targetname. When the game finds a matching script_targetname, it doesn't look for other possible matches. After all, if you're working with variables, it can't have two different sets. Believe me when I say that I hate this awkward phenomenon as well.

If the entities are all in the same room, you might consider just merging them all into one big entity.




lassev

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#16 10 years ago
NAB622;5238292If the entities are all in the same room, you might consider just merging them all into one big entity.

I've no doubt he still needs them to act individually as func_usables despite having them move somewhere as a group. Furthermore, he needs them to move in zero time, which indicates it's not really any visible in game movement but due to some technical reasons.




jk3editor

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#17 10 years ago

[COLOR="Navy"]If I merge them, I woN't to be use it how I want...you'll be able to see it in my mod's (The New Empire) 8th map :P Now it works perfectly, and I can continue it, thanks:D[/COLOR]




NAB622

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#18 10 years ago
lassev;5238512func_usables

Duuurrrrrr, I forgot they were func_usables.




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